Rhye's of Civilization - the fastest loading mod Expanded - PART II

This mod looks great...but I can't download it. I've tried twice, and after the download, the biq's are nowhere to be seen, and the game doesn't show up in civ-content. What am I doing wrong?:confused:
 
Barbs are the "problem", so that provides you incentive to KILL THEM OFF as soon as you can, then it will begin to speed up.

This mod looks great...but I can't download it. I've tried twice, and after the download, the biq's are nowhere to be seen, and the game doesn't show up in civ-content. What am I doing wrong?:confused:

First of all: where are you saving your download at? Find that out, then once you know where the downloaded file is, then you have to extract all of the files into your C:\\Program Files\Firaxis Games\Civilization III (or Civ III Complete\Conquests)\Scenarios. directory.
 
Cool Mod!!!:goodjob: I'm really enjoying this one. Not only are the load times good (I never really minded slower mods) but flavors for units and the second UU's are what I really like. More UU's really make sense...after all, none of the included civs would be known to us today if they only had a single military greatness. I am kind of disappointed in the second UU for England though. I know that the longbow was a defining factor of Englands warfare, but what about the Redcoats? IMHO, it was the Redcoats that helped bring England into their Imperial Era.

One question...Do none of the unit lines upgrade to Mech Infantry? I assumed that modern Inf would, at some point, become Mech Inf.

Anyway, Thanks again for this wonderful mod.
 
Cool Mod!!!:goodjob: I'm really enjoying this one. Not only are the load times good (I never really minded slower mods) but flavors for units and the second UU's are what I really like. More UU's really make sense...after all, none of the included civs would be known to us today if they only had a single military greatness. I am kind of disappointed in the second UU for England though. I know that the longbow was a defining factor of Englands warfare, but what about the Redcoats? IMHO, it was the Redcoats that helped bring England into their Imperial Era.

One question...Do none of the unit lines upgrade to Mech Infantry? I assumed that modern Inf would, at some point, become Mech Inf.

Anyway, Thanks again for this wonderful mod.

You're in the same boat as a bunch of us here at Civfanatics.

I'm not so sure about the upgrade lines...lemme check in the editor... ... ... No, I think there's a whole new line of units that starts with an Armoured Car in the late Industrial Age that upgrades to your Mech Infantry.
 
You're in the same boat as a bunch of us here at Civfanatics.

I'm not so sure about the upgrade lines...lemme check in the editor... ... ... No, I think there's a whole new line of units that starts with an Armoured Car in the late Industrial Age that upgrades to your Mech Infantry.

Yes...I just noticed that, myself. It makes sense, as Mech Inf would require completely different training from foot Infantry, I guess...thanks for checking it and getting back to me
 
I love this mod but would anyone make a reccomendation on what settings to make and what to set the turns/sheilds it takes to build a settler/worker so it doesn't take an eternity to make one and expand (if you land on desert, for example) and still keep the balance of the mod?
 
The balance of the mod is partly based off the cost of settlers and workers. If you get a desert start I would suggest starting over.
 
The balance of the mod is partly based off the cost of settlers and workers. If you get a desert start I would suggest starting over.

The problem is that I like to play as King David and they instantly get stuck in the desert. There's no food for them, and it sucks because they don't start out with any workers either like normal games do.
 
Hey everyone. I am playing Rhye's Civilization for civ III and I really like it except for one little thing, how do you increase the number of turns u can have? What I mean by that is how do you decrease the amount of years that passes between each turn. So at the start of the game it goes from 4000BC to 3950BC in one turn right? So how do you decrease that to say like 3975BC? Is there no way to do that?

The reason I am asking this is because I really think the game is inhrently much too fast. By the time I am done building a type of unit there is already a new technology out? Is there ANY way to ban technology trading perhaps? That would actually be better. Thanks.

oh and this is for Rhye's random map play
 
2 ways to draw out the tech times.
One is add to each tech cost in the mods editer file under 'civ advances'. For this I take a calculater and plug in say a 10% increase to the default value assigned already for each tech.

Second you raise the tech rate found in the same file but under 'world sizes'

Now listen to the pros here explain the merits of choosing one or the other.Heck do both.

The extra turns are also changed in the mods editer file under the top heading "scenario properties'" You can also make the map bigger if you want a longer game. Thats done in the "world sizes" also
 
I noticed two VERY frustrating flaws with this mod that should be adressed (but obviously never will since this game was made when I was running around in diapers)

First and foremost, trading with most civilizations is near impossible as they do not seem to build themselves ports (either that or the capitol has to be a city on the coast, I'm not sure whats causing it to screw up)

Second is that there is not limit to the number of barbarians that can spawn in camps, so I've seen barbarians in excess of 40 or 50 in a single camp!

On a final note I would like to add that playing the game on the Earth mode is -seriously- the most frustrating thing ever, concerning a mod. Its super fun and exciting in the beginning, however, once you reach the age of exploration (the funnest part of any CIV game) it takes almost a minute to load each turn.

WHATS THE POINT???

Anyway I don't know why I'm telling u people this and I'm sure the creator of the mod will never read this as I am sure he is relaxing somewhere in a retirement home.

Lol, pardon the exagerations...
 
I noticed two VERY frustrating flaws with this mod that should be adressed (but obviously never will since this game was made when I was running around in diapers)

First and foremost, trading with most civilizations is near impossible as they do not seem to build themselves ports (either that or the capitol has to be a city on the coast, I'm not sure whats causing it to screw up)

Second is that there is not limit to the number of barbarians that can spawn in camps, so I've seen barbarians in excess of 40 or 50 in a single camp!

On a final note I would like to add that playing the game on the Earth mode is -seriously- the most frustrating thing ever, concerning a mod. Its super fun and exciting in the beginning, however, once you reach the age of exploration (the funnest part of any CIV game) it takes almost a minute to load each turn.

WHATS THE POINT???

Anyway I don't know why I'm telling u people this and I'm sure the creator of the mod will never read this as I am sure he is relaxing somewhere in a retirement home.

Lol, pardon the exagerations...

First: the AI does build harbors eventually, but they're usually disbanded soon after they build them because they run deficient economies due to unit costs (the AI, even on low levels will build way too many units.) One way to change this is to instigate wars amongst the AI.

Second: I guess you just have to live with this one, because there's just more stuff in this mod compared with the regular game, so it takes more time to compute. Or you could just get a better computer...
 
I noticed two VERY frustrating flaws with this mod that should be adressed (but obviously never will since this game was made when I was running around in diapers)

First and foremost, trading with most civilizations is near impossible as they do not seem to build themselves ports (either that or the capitol has to be a city on the coast, I'm not sure whats causing it to screw up)

Second is that there is not limit to the number of barbarians that can spawn in camps, so I've seen barbarians in excess of 40 or 50 in a single camp!

On a final note I would like to add that playing the game on the Earth mode is -seriously- the most frustrating thing ever, concerning a mod. Its super fun and exciting in the beginning, however, once you reach the age of exploration (the funnest part of any CIV game) it takes almost a minute to load each turn.

WHATS THE POINT???

Anyway I don't know why I'm telling u people this and I'm sure the creator of the mod will never read this as I am sure he is relaxing somewhere in a retirement home.

Lol, pardon the exagerations...

I think those are nothing special to this mod and nothing the creator could change. If you haven't experienced that in the original game, well, that's luck, nothing more or less.
 
I noticed two VERY frustrating flaws with this mod that should be adressed (but obviously never will since this game was made when I was running around in diapers)

First and foremost, trading with most civilizations is near impossible as they do not seem to build themselves ports (either that or the capitol has to be a city on the coast, I'm not sure whats causing it to screw up)

Second is that there is not limit to the number of barbarians that can spawn in camps, so I've seen barbarians in excess of 40 or 50 in a single camp!

On a final note I would like to add that playing the game on the Earth mode is -seriously- the most frustrating thing ever, concerning a mod. Its super fun and exciting in the beginning, however, once you reach the age of exploration (the funnest part of any CIV game) it takes almost a minute to load each turn.

WHATS THE POINT???

Anyway I don't know why I'm telling u people this and I'm sure the creator of the mod will never read this as I am sure he is relaxing somewhere in a retirement home.

Lol, pardon the exagerations...

Hi, I've retired from civ3, but I'm not actually relaxing, since I'm still working on the civ4 version of this mod.

1 - I remember ports game me some headaches. Unfortunately, other than tweaking the cost or the prerequisistes, there's no way I can tell the AI to do something I wish (like I do in civ4), it's all hardcoded.

2 - Have you read the readme? Probably not, because it explains that the barbarians now are much better than the standard way! It used to work like this: each era change, stacks of up to 32 swordsmen are built and start to move around. First, there's no way to change the number, or the type of the unit depending on the era (always swordsmen, in modern era too :( ). Second, they are built in each camp, regardless of the world position. Some areas, like islands, will be spammed. Some other areas will be target of AI crusades (they see barbarians wandering around in places like Siberia).
So the radical solution was to pre-place units on camps, and disable any other production.

3 - If you think this mod is slow, play Teturkhan's Earh map, or any other around (even a unmodded game) and have fun. This is called "the fastest loading mod" for a reason
 
Hello Rhye, I was wondering how much you think I could tweak the cost of settler's without throwing the whole mod completely out of whack too bad.

I have been trying to play as Israel on the Earth map and I can't even get 3 cities out on Regent level by the time I get most of the way through the 1st era. It takes a crazy amount (45 turns) to build a settler, and then when you do it steals 3 citizen levels from the city. And by this point the AI already has several more cities and alot military units and is beginning to pick on me. (Almost always the Arabs who usually get the other nearby civs to gang up on me). The cost of Settlers is preventing me from building enough units to defend myself and completly disabling my ability to expand.

What can I do to lower the cost of settlers and still have some balance with it?
 
Back
Top Bottom